RimWorld

RimWorld

More Archotech Implants
96 Comments
Codi 19 Feb @ 10:26pm 
@Xeonzs Good, ship traders are already so random, 1 implant is not an issue, especially if it's a duplicate. You probably find it unbalanced if you have that more ship traders mod
Xeonzs 24 Dec, 2024 @ 2:26am 
I'm a bit late to the discussion, but the ship traders have a high likelyhood to have 1 of these items in stock.
Pink Lion Gaming 6 Oct, 2024 @ 7:01pm 
I don't see why this wouldn't work in multiplayer. There are no new mechanics here just new items.
Plopidy 12 Jul, 2024 @ 1:22pm 
heyyo anyone try multiplayer with this does it work?
Aloha 20 Jun, 2024 @ 11:57pm 
I think the Vanometric Stomach is also not vulnerable to EMP. I have not seen my Melee Pawns vomit so far while fighting mechs with EMP support.
SkunkPlaysGames  [author] 1 Jun, 2024 @ 11:59am 
It's very convoluted. I can't say I have even fully unraveled it. I believe it has to do with Tech Level and StockGeneratorTags. You can see vendor stock in the TraderKindsDefs.

Tynan et al frequently change the syntax for rewards as well. There appear to be RewardStandardCore as well as RewardStandardLowFreq, MidFreq and HighFreq. I don't know the difference between StandardCore and the Freq, nor the odds for any of them. All I know for sure is they do appear on vendors and in quest rewards.
krzarb 31 May, 2024 @ 11:25pm 
Thanks I was looking through the defs to try and see what type of traders might carry it but wasn't able to glean anything from doing that. I did see that they were all set to RewardStandardLowFrequency. Do you mind if I ask what part of their defs dictates the kind of traders? Cheers.
SkunkPlaysGames  [author] 31 May, 2024 @ 11:20pm 
Typically only exotic traders but you have pretty good luck encountering them for trade in outlander settlements.
krzarb 31 May, 2024 @ 9:33pm 
What type of traders should these implants typically show up on?
Hebrux 10 May, 2024 @ 4:25pm 
i see, thanks!
SkunkPlaysGames  [author] 10 May, 2024 @ 2:08pm 
Correct they are not craftable; like vanilla archotech you need to get them through quests or trading.
Maximillionysis 10 May, 2024 @ 1:43pm 
@Hebrux If these implants follow along the normal Archotech parts, they will be quest rewards or things you trade for at outlander/imperial settlements. I haven't used this mod yet, but I don't think they're craftable.
Hebrux 10 May, 2024 @ 8:45am 
Where in the tech tree can i find this?
SkunkPlaysGames  [author] 9 May, 2024 @ 9:30pm 
Okay it was definitely an XML syntax change from 1.4. It is working as intended now. That pawn shouldn't need to sleep much more than 5 nights a year.

The vanometric stomach also prevents gut worms now as intended.
DJCharlie 9 May, 2024 @ 6:15pm 
I think the Neural Recharger doesn't work? I have it and a Circadian assistant but the sleep fall rate is only affected by the assistant.
removedclaw 3 May, 2024 @ 8:36am 
ah, thanks a bunch, now i can give my pawn armour skin without them being ugly
SkunkPlaysGames  [author] 2 May, 2024 @ 8:23am 
Alright, fixed. Thanks for the heads up.
SkunkPlaysGames  [author] 2 May, 2024 @ 8:01am 
Yes, it is. I'll look into it.
removedclaw 2 May, 2024 @ 3:39am 
hey, quick question, is the archotech nanoskin meant to increase beauty? i remember it used to but i dont see any stat change
baddna777 29 Apr, 2024 @ 1:26pm 
Thank you for not making these craftable, it should be rare and amazing loot just like vanilla. :steamthumbsup:
SkunkPlaysGames  [author] 25 Apr, 2024 @ 11:19am 
Yeah the only issue with adding a mod like this mid-game is your stockpiles will all forbid these items by default, you just have to enable those where you want them.
Portal 25 Apr, 2024 @ 4:55am 
Hey! question, can this be added to an ongoing game?

Im running a transhumanist colony right now, and this would be perfect to slot in there.
Petrus Aurelius 22 Apr, 2024 @ 3:14pm 
Honestly these make so much sense they should be in the base game. Great work!
Unstable Energy 27 Mar, 2024 @ 8:53pm 
Ahh okay thank you for the quick response.
SkunkPlaysGames  [author] 27 Mar, 2024 @ 8:38pm 
Like vanilla archotech, you can't craft them.
Unstable Energy 27 Mar, 2024 @ 8:07pm 
Where can I craft these?
SkunkPlaysGames  [author] 17 Feb, 2024 @ 7:41pm 
I will poke around a bit more but, yeah, just sounds like inconsistent wording to me. It seems to work. Thanks for bringing it up though. I'll look into it a bit more.
Kyokui Avarus 17 Feb, 2024 @ 3:45pm 
I play with all DLC enabled.
I dont exactly know if it actually effects the game or not, might just be a display issue and purely visual, there wasnt any error in the log but I just noticed it when looking at stats
SkunkPlaysGames  [author] 17 Feb, 2024 @ 3:41pm 
After looking into it a bit I am curious if this is a DLC issue. Do you play with every DLC enabled?

Every mod I release I test alone with the DLCs installed, everything up to date, and if it works flawlessly then I upload it. I am not getting any error and I can visually determine the mod is functioning by the rate in which the sleep need meter depletes when installed versus not installed.

Otherwise it could perhaps be a mod conflict. It appears to be working as intended from my end.
Kyokui Avarus 17 Feb, 2024 @ 11:23am 
Noticed a possible issue with your mod.
The neural recharger's effect is "rest fall rate -75%" but there is no such stat in the pawn's stat screen. if it was meant to be "sleep fall rate -75%" similar to the circadian assistant, you might need to update it so it effects the right stat
cmotes 9 Jan, 2024 @ 10:08pm 
i forgor to comment on this mod its pretty great
now i just hope bladed arms get a upgrade
wjelk 26 Oct, 2023 @ 10:12pm 
Nice mod please and please dont try to balance to ruin the mod .Who want some balance please look elsewhere
F1tgal911 5 Oct, 2023 @ 8:36am 
I used this mod in the past but tbh the bonuses are too good. Could use a few more downsides.
Saint Michael 25 Sep, 2023 @ 10:25am 
No way! That stomach is TOO good in the future "bunch of rag-tag idiots try to understand Archotechn and actually succeed somehow" modpack
SkunkPlaysGames  [author] 24 Aug, 2023 @ 5:31pm 
No. I guess. Don't use it.
Darecker 24 Aug, 2023 @ 4:37pm 
ce compat?
SkunkPlaysGames  [author] 30 Jul, 2023 @ 11:12pm 
Like vanilla archotech things you can't craft them. You'll have to get them through quests or exotic vendors.
Elderguard 30 Jul, 2023 @ 11:03pm 
where can icraft these?
SkunkPlaysGames  [author] 25 Jun, 2023 @ 12:27pm 
Testing confirms they will not get gut worms. The incident notification will list a colonist as having come down with gut worms but they will not manifest on the health tab. They are immune.
The Evil Wizard 25 Jun, 2023 @ 11:58am 
Bruh, my pawns with vanometric stomach still vulnerable to gut worms.
SkunkPlaysGames  [author] 18 Jun, 2023 @ 4:17pm 
Ah, thanks for the info. Good to know!
Alexander Zagirov 18 Jun, 2023 @ 1:26pm 
@SkunkPlaysGames. Actually, after leaving my comment I went to some forums and wiki and found out that all of the artificial stomachs give immunity to gut worms. You can see all of the differences here [rimworldwiki.com] at the bottom of that page.
SkunkPlaysGames  [author] 18 Jun, 2023 @ 1:10pm 
I agree with you Zagirov but I struggled to see where in the code this feature of the bionic stomach is implemented. If I figure it out I'll amend the mod.
Alexander Zagirov 7 May, 2023 @ 3:39pm 
Would’ve been great if vanometric stomach also prevented gut worms infection like a normal bionic one.
SkunkPlaysGames  [author] 17 Jan, 2023 @ 12:54am 
Ah, okay. Makes sense.
Power of Nature 16 Jan, 2023 @ 10:22pm 
Turns out the brain implants from the other mod is classified as body part, so installing them would replace the brain, which makes it impossible to install additional implants.
There's nothing wrong with your mod. I only asked because your mod works just like vanilla implants :)
SkunkPlaysGames  [author] 16 Jan, 2023 @ 12:01pm 
Just doing some testing I installed the joywire, recharger and turbocharger then installed a circadian half-cycler and a painstopper. Is there anything specifically incompatible? Some of them have normal incompatibilities, for example you can only have one skin installed so the nanoskin prevents installing stone skin. What seems to be the issue?
Power of Nature 16 Jan, 2023 @ 5:58am 
Thanks for this great mod! One question: Did you have to do something extra to make the brain implants compatible with the vanilla ones? A brain implant from this mod I'm using will stop you from installing additional implants, which is not the case here. Would be nice if you happen to know the answer
Geoide 7 Nov, 2022 @ 1:00am 
Can you give the option to craft them?